1. We've removed some functionality from SMD in preparation for a migration to new forum software. We expect to make the move before the end of August.

    Condition/Action Rulesets Thread

    Discussion in 'Suggestions' started by MilitantCollective, Dec 30, 2018.

    1. MilitantCollective

      MilitantCollective Ares Initiative Dev

      Joined:
      Dec 12, 2016
      Messages:
      38
      So in an effort to streamline the process for Schema to add conditions/actions rather than us spamming up his inbox. Im going to create this thread to allow us to suggest additions to the lists.

      Just upvote the ones you all like.
       
      #1 MilitantCollective, Dec 30, 2018
      Last edited: Jan 25, 2019
      • Like Like x 7
    2. aceface

      Joined:
      Jun 20, 2013
      Messages:
      2,792
      Condition: Time & day of the week interval.
       
      #2 aceface, Dec 30, 2018
      Last edited: Dec 30, 2018
      • Like Like x 4
    3. MilitantCollective

      MilitantCollective Ares Initiative Dev

      Joined:
      Dec 12, 2016
      Messages:
      38
      Condition: If system owned

      ^ Will help to give buffs if your ship is in a home system and prevent griefers from plopping down invincible bases next to yours
       
      • Like Like x 4
    4. NeonSturm

      NeonSturm StormMaker

      Joined:
      Dec 31, 2013
      Messages:
      5,111
      Condition: One base has high shield value (80%+) and System = xyz (my coordinates)
      Action: Buff bases with 20% shield value or less by 20% (stackable).

      Stations in that System will more or less share shield power. Drop all below 80% to get a commonly weak shield.
      Grows like 120%, 140%, 160% damage absorbed for 100% shield points.

      First reason in my mind: Promote separation of assets, aside one homebase with lag-creating assets docked on it.
       
      • Like Like x 1
    5. kikaha

      Joined:
      Jul 10, 2013
      Messages:
      623
      Condition : Enemy in sector

      Action : x 0 mining bonus
       
      • Like Like x 6
    6. jayman38

      jayman38 Precentor-Primus, pro-tempore

      Joined:
      Jul 13, 2014
      Messages:
      2,511
      Conditions:
      Source Sector contains... (friendly base/claimed planet/unclaimed planet/empty space/trade station/enemy base/neutral base/enemy or neutral base/enemy planet/enemy ship/nebula/black hole/etc.) (Thank you, kikaha.)
      Destination Sector contains...
      Any Sector along jump path contains...
      All Sectors along jump path contains...
      Adjacent Sector contains...
      Current weapon tick damage is greater than x...
      Current weapon tick damage is less than x...
      Maximum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
      Maximum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
      Minimum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
      Minimum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
      Maximum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
      Maximum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
      Minimum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
      Minimum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
      Flag x is y...
      Compound (multiple conditions)

      Actions:
      Increase Jump Drive Range... (by x sectors/by x percent/by x meters/etc.)
      Decrease Jump Drive Range...
      Increase Warp Ring Power Usage... (by x E/by x percent/by x blocks on jumping ship/etc.)
      Decrease Warp Ring Power Usage...
      Increase Jump Drive Power Usage...
      Decrease Jump Drive Power Usage...
      Increase Jump Drive Power Generation... (same as decrease power usage?)
      Decrease Jump Drive Power Generation... (same as increase power usage?)
      Increase weapon range... (for source sector/current sector) (by x sectors/by x percent/by x meters/etc.)
      Decrease weapon range...
      Increase weapon damage...
      Decrease weapon damage...
      Randomize weapon firing failure... (x% chance of not firing once every y shots or z seconds)
      Randomize Stealth subsystem failure... (x% chance of turning off every y seconds or z scans)
      Add x E to energy store per y seconds...
      Remove x E from energy store per y seconds...
      Randomize lights failure (x% chance of turning off all lights once every y minutes) (Temporary: Turns back on every z seconds)
      Randomize lights flickering (x% chance of flickering all lights once every y minutes for z seconds)
      Display messagebox
      Display warningbox
      Display commbox/numpadbox/inputbox/etc.
      Set flag x to y

      Role-playing rule:
      If input (from commbox/numpadbox/inputbox/etc.) is x.... (then display another inputbox, display messagebox, or flicker the lights, etc.)
       
      • Like Like x 3
    7. kikaha

      Joined:
      Jul 10, 2013
      Messages:
      623
      Excellent !
       
      • Like Like x 1
    8. MilitantCollective

      MilitantCollective Ares Initiative Dev

      Joined:
      Dec 12, 2016
      Messages:
      38
      jayman38 believe it or not most of these are already a thing. We've been writing rulesets for about 8-10 hours a day for 3 days. They exist using effectconfig.cfg and action:Apply Effect
      --- Updated post (merge), Jan 2, 2019, Original Post Date: Jan 2, 2019 ---
      Groovrider anyway this can get pinned to help schema keep these organized?
       
      • Like Like x 2
    9. MilitantCollective

      MilitantCollective Ares Initiative Dev

      Joined:
      Dec 12, 2016
      Messages:
      38
      Condition
      Check state
      Under attack

      Action
      Run Admin Command
       
    10. Groovrider

      Groovrider Moderator

      Joined:
      Dec 17, 2014
      Messages:
      532
      OK so it seems like a good idea to try this as a sticky as per suggestion. Rock on.
       
      • Like Like x 1
    11. NeonSturm

      NeonSturm StormMaker

      Joined:
      Dec 31, 2013
      Messages:
      5,111
      It is much easier to make reactors gonna boom than set shield percentage by actions.

      Deep code zone - only for insiders.
       
    12. MilitantCollective

      MilitantCollective Ares Initiative Dev

      Joined:
      Dec 12, 2016
      Messages:
      38
      Make Date/Time Condition, repeatable by day/week and time.
       
      • Like Like x 1
    Loading...